Latest Posts
Fallout 4, or, Why I Haven’t Been Working on My Game Recently
Just to get this over and done with, Fallout 4 isn’t “Skyrim with guns”. It’s Oblivion with guns. This isn’t bad thing, however; that’s more of a compliment than it may seem at first glance. Fallout 4, like Oblivion (and Skyrim) before it, isn’t just a...
Build 1510
Just to get it out of the way first; yes, all the grass has died. I know. I’ll get around to watering it later. The terrain itself is brand new, sourced from realworld data with only minor alterations, and is quite expansive. Ideally, the entire playable area will...
Build 1509
It’s a bit better than last month, at least. I know this is going to sound like a cop-out (and it kinda is), but this is another month where there is a lot more going on behind the scenes than what is easily visible. Movement Animset Pro went...
Build 1508
Well, this isn’t how this is supposed to go. I got damn near nothing accomplished this month, and it feels bad. I’ve made a commitment to bundle everything up into a a running executable at the end of every month, though, so I’m going to do that, even...
Build 1507
This is a significantly smaller update than what I would have liked. Things started off well enough, but as I was trying to implement a blueprint-based inventory selection system, things started to go wrong. At first, it wasn’t so bad, but eventually I started to hit roadblocks, bugs,...
Build 1506
This is finally starting to feel like a real game. Items have been in the game for a while (well, item, really; the bedroll), but now you can finally pick them up! To do so, simply look at one and press F. Your character will need to be...
Build 1505 Available for Download
I’ll try to keep this brief. A non-trivial amount of time this month was spent thinking of a way to prevent stats from becoming unbalanced, both from the current (rather unintelligent) random distribution algorithm and from player manipulation (which I still consider the biggest threat to the viability...